Beispiel #1
0
 public always_success(tree_script world_status)
 {
     status = world_status;
     curState = State.SUCCESS;
     children = new List<general_node>();
     instance = this;
 }
Beispiel #2
0
    /// ///////////////////////////////////////////////////////////////////////////
    void Start()
    {
        x = transform.position.x;
        y = transform.position.z;

        model = transform.FindChild("enemy_model_parent");
        //model_material = model.gameObject.GetComponent<Renderer>().material;
        tilemap = GameObject.Find("_GLOBAL_SCRIPTS").GetComponent<_TILEMAP>();
        radar = gameObject.GetComponent<radar_script>();
        id = tilemap.add_to_object_list(x, y, ENEMY_RADIUS);
        bt = GameObject.Find("Tree").GetComponent<tree_script>();
        graphics = model.gameObject.GetComponent<enemy_graphics_script>();

        search_sequence.running_child = 0;
        search_sequence.current_state = State.FAILURE;

        open_nodes = new List<general_node>();
    }
Beispiel #3
0
 // constructor for setup (not relying on Unity's Start or Awake)
 public is_visible(tree_script world_status)
 {
     status = world_status;
     curState = State.FAILURE;
     instance = this;
 }
Beispiel #4
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 // constructor for setup
 public gossip_leaf(tree_script world_status, enemy_script actor)
 {
     status = world_status;
     curState = State.FAILURE;
     instance = this;
 }
Beispiel #5
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 // constructor for setup (not relying on Unity's Start or Awake)
 public attack_leaf(tree_script world_status)
 {
     status = world_status;
     curState = State.SUCCESS;
     instance = this;
 }
Beispiel #6
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 // constructor for setup (not relying on Unity's Start or Awake)
 public is_in_range(tree_script world_status)
 {
     status = world_status;
     curState = State.SUCCESS;
     instance = this;
 }
Beispiel #7
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 // constructor for setup
 public lookout_leaf(tree_script world_status)
 {
     status = world_status;
     curState = State.FAILURE;
     instance = this;
 }
Beispiel #8
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 // initialising methods
 public sequence_memory(tree_script world_status)
 {
     status = world_status;
     children = new List<general_node>();
     instance = this;
 }
Beispiel #9
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 // constructor for setup
 public selector(tree_script world_status)
 {
     status = world_status;
     children = new List<general_node>();
     instance = this;
 }
Beispiel #10
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 // constructor for setup (not relying on Unity's Start or Awake)
 public is_cooled_down(tree_script world_status)
 {
     status = world_status;
     curState = State.SUCCESS;
     instance = this;
 }
Beispiel #11
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 // constructor for setup (not relying on Unity's Start or Awake)
 public lock_on_target_leaf(tree_script world_status)
 {
     status = world_status;
     curState = State.SUCCESS;
     instance = this;
 }